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-rw-r--r--src/map/skill.c59
1 files changed, 39 insertions, 20 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 169f4bcb9..763af64b7 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -2658,7 +2658,8 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr
break;
// This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
case WZ_STORMGUST:
- dir = rnd()%8;
+ if(!battle_config.stormgust_knockback)
+ dir = rand()%8;
break;
case WL_CRIMSONROCK:
dir = map->calc_dir(bl,skill->area_temp[4],skill->area_temp[5]);
@@ -2856,9 +2857,11 @@ int skill_check_unit_range_sub (struct block_list *bl, va_list ap) {
g_skill_id = su->group->skill_id;
switch (skill_id) {
- case MH_STEINWAND:
- case MG_SAFETYWALL:
case AL_PNEUMA:
+ if(g_skill_id == SA_LANDPROTECTOR)
+ break;
+ case MG_SAFETYWALL:
+ case MH_STEINWAND:
case SC_MAELSTROM:
case SO_ELEMENTAL_SHIELD:
if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD)
@@ -3303,7 +3306,8 @@ int skill_timerskill(int tid, int64 tick, int id, intptr_t data) {
int x = skl->type>>16, y = skl->type&0xFFFF;
if( path->search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
skill->unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
- if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
+ if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)
+ && !map->getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) )
clif->skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
}
else if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
@@ -3758,8 +3762,6 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
case NPC_SPLASHATTACK:
flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
case AS_SPLASHER:
- case SM_MAGNUM:
- case MS_MAGNUM:
case HT_BLITZBEAT:
case AC_SHOWER:
case MA_SHOWER:
@@ -3869,6 +3871,14 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
}
break;
+ case SM_MAGNUM:
+ case MS_MAGNUM:
+ if( flag&1 ) {
+ //Damage depends on distance, so add it to flag if it is > 1
+ skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|distance_bl(src, bl));
+ }
+ break;
+
case KN_BRANDISHSPEAR:
case ML_BRANDISH:
//Coded apart for it needs the flag passed to the damage calculation.
@@ -9589,7 +9599,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
}
}
- heal = 5 * status->get_lv(&hd->bl) + status->base_matk(&hd->battle_status, status->get_lv(&hd->bl));
+ heal = 5 * status->get_lv(&hd->bl) + status->base_matk(&hd->bl, &hd->battle_status, status->get_lv(&hd->bl));
status->heal(bl, heal, 0, 0);
clif->skill_nodamage(src, src, skill_id, skill_lv, clif->skill_nodamage(src, bl, AL_HEAL, heal, 1));
status->change_start(src, src, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
@@ -9896,7 +9906,6 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char
}
pc_stop_attack(sd);
- pc_stop_walking(sd,0);
if(battle_config.skill_log && battle_config.skill_log&BL_PC)
ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
@@ -10098,6 +10107,11 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
}
case MG_SAFETYWALL:
+ if (map->foreachincell(skill->cell_overlap,src->m,x,y,BL_SKILL)) {
+ skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+ return 0; // Don't consume gems if cast on LP
+ }
+
case MG_FIREWALL:
case MG_THUNDERSTORM:
@@ -10186,6 +10200,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case GN_THORNS_TRAP:
case GN_DEMONIC_FIRE:
case GN_HELLS_PLANT:
+ case GN_FIRE_EXPANSION_SMOKE_POWDER:
+ case GN_FIRE_EXPANSION_TEAR_GAS:
case SO_EARTHGRAVE:
case SO_DIAMONDDUST:
case SO_FIRE_INSIGNIA:
@@ -10265,7 +10281,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
tmpx = x - area + rnd()%(area * 2 + 1);
tmpy = y - area + rnd()%(area * 2 + 1);
- if( i == 0 && path->search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
+ if( i == 0 && path->search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)
+ && !map->getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR))
clif->skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
if( i > 0 )
@@ -10641,13 +10658,14 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case GN_FIRE_EXPANSION: {
int i;
+ int aciddemocast = 5;//If player doesent know Acid Demonstration or knows level 5 or lower, effect 5 will cast level 5 Acid Demo.
struct unit_data *ud = unit->bl2ud(src);
if( !ud ) break;
for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
- distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
+ distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 3 ) {
switch( skill_lv ) {
case 3:
ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
@@ -10657,11 +10675,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
break;
- case 5:
+ case 5:// If player knows a level of Acid Demonstration greater then 5, that level will be casted.
+ if ( pc->checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
+ aciddemocast = pc->checkskill(sd, CR_ACIDDEMONSTRATION);
map->foreachinarea(skill->area_sub, src->m,
- ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
- ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
- src, CR_ACIDDEMONSTRATION, sd ? pc->checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id);
+ ud->skillunit[i]->unit->bl.x - 2, ud->skillunit[i]->unit->bl.y - 2,
+ ud->skillunit[i]->unit->bl.x + 2, ud->skillunit[i]->unit->bl.y + 2, BL_CHAR,
+ src, CR_ACIDDEMONSTRATION, aciddemocast, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id);
skill->delunit(ud->skillunit[i]->unit);
break;
default:
@@ -11288,8 +11308,7 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
if (skill->get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
val2 |= UF_RANGEDSINGLEUNIT; // center.
- if( range <= 0 )
- map->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
+ map->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
if( !alive )
continue;
@@ -11344,7 +11363,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick
nullpo_ret(sg=src->group);
nullpo_ret(ss=map->id2bl(sg->src_id));
- if( skill->get_type(sg->skill_id) == BF_MAGIC && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
+ if( skill->get_type(sg->skill_id) == BF_MAGIC && map->getcell(src->bl.m, src->bl.x, src->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
return 0; //AoE skills are ineffective. [Skotlex]
sc = status->get_sc(bl);
@@ -12142,11 +12161,11 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
break;
case UNT_FIRE_EXPANSION_SMOKE_POWDER:
- sc_start(ss, bl, status->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
+ sc_start(ss, bl, SC_FIRE_EXPANSION_SMOKE_POWDER, 100, sg->skill_lv, 1000);
break;
case UNT_FIRE_EXPANSION_TEAR_GAS:
- sc_start(ss, bl, status->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
+ sc_start(ss, bl, SC_FIRE_EXPANSION_TEAR_GAS, 100, sg->skill_lv, 1000);
break;
case UNT_HELLS_PLANT:
@@ -16010,7 +16029,7 @@ int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap) {
nullpo_ret(group);
- if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
+ if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map->getcell(su->bl.m, su->bl.x, su->bl.y, CELL_CHKLANDPROTECTOR) )
return 0; //AoE skills are ineffective. [Skotlex]
if( battle->check_target(&su->bl,bl,group->target_flag) <= 0 )